9 Lives To Die
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Level Design

Overview

9LTD World Layout

  • Room tile based procedural generation of levels on a per-run basis
  • Procedurally generated room sequences are bookended by fixed sections (boss/campfire rooms and shortcuts)
  • Levels contain critical path alongside optional side rooms/routes to explore for potential loot
  • Following the critical path, players will reach a consecutive series of campfire rooms
    • These provide opportunity to configure loadouts and fast travel to discovered campfires
  • Rooms between campfires are hostile, with combat encounters and some platforming
  • Procedural Generation limits to a minimum and maximum number of hostile rooms between campfires, preventing level layouts that are either too long or short
  • Typical structure for critical path of a level:
    • First campfire (level start point)
    • First series of hostile rooms (selected and placed procedurally)
    • Second campfire (midpoint)
    • Second series of hostile rooms (selected and placed procedurally)
    • Third campfire (pre-boss room)
    • Boss Room
    • Level Exit (Leads to next level start)

Progression

Level Progression

  • Obstacles within the level (ie a locked door along the critical path that requires a diversion to find a key) are permanently cleared once solved
    • Each level has at least one of these to make subsequent runs through the level faster once the player has made it deep into that level before
  • Bosses die permanently after first clear
  • A second departure destination is permanently unlocked after discovery about halfway into the game, allowing the player to begin future runs from further in
  • Backtracking routes that allow a level skip are permanently unlocked once discovered

Player Progression

  • NPCs retrieved from a level return to village permanently, offering their services before departure on subsequent runs
  • Spell Stones and slots are permanently unlocked
  • Resting at a campfire allows the player to ‘bank’ resources found (couriers/birds relay resources to the village - moles for ground levels and birds for castle levels?)

Environments

Hub Area - Feline Tribe Village

Village Thumb

  • Small, impoverished settlement cobbled together from scraps, develops over the game
  • Training Ground (area with straw dummies) that acts as opening and tutorial area for first run
    • Tutorial area becomes an optional area to return to on subsequent runs
  • Village Centre for prep before runs (npc vendors/treasurers etc)
    • Village develops alongside progression, adding new vendors and facilities
  • Departures Area for starting new run, player exits village and sets off on journey
    • Progression milestone allows for selection of new departure destination that starts runs at a later point

1 - Infested Tunnels

Tunnels Thumb

  • Outskirts of rat-infested territory
  • Maze-like network of muddy, burrowed tunnels, characterised by bone structures • Inhabited by animalistic, outcast rats
  • Enemies use bone weapons
  • Can find and rescue the Merchant during this level

Boss - Hog Rider

  • Chamber fashioned into a colosseum.
  • leading up to the encounter, player is coaxed towards the colosseum entrance by small rats that continue to move back as the player approaches
  • The rats have trapped a larger animal (hog) and use it as a beast for gladiatorial entertainment (slaying the creature causes the crowd to flee in terror)
  • Level exit through the beast’s chamber, behind arena
  • beast’s chamber contains a sewage run off point that was being used to provide it water in its cage - explains its crazed/enraged state
  • creature was too large to fit through bars but player fits through easily, leads to start of second area

2 - Noxious Sewers

Sewers Thumb

  • City’s sewage turned noxious as a result of rat infestation
  • Inhabited by monstrous rats that terrify even the rest of the infestation
  • They inject themselves with ‘sewage serum’, which chemically enhances them • Can find and rescue Smith Apprentice during this level

Boss - Sewer Assassin

  • A freakishly large, crazed sewer rat with mechanical/chemical augmentations, attacks anything on sight
  • Can hear its twisted cries echoing out on occasion during the level
  • Introduced by jumping down and killing another rat before turning to the player (is this now just the same as the hog killing the rider?)
  • telegraphs attacks when mechanised serum injections push into its body
  • After boss, short diverging path leads to new permanent departure unlock that begins future runs at this point
  • Exit the sewers and arrive above ground, in the old feline town

3 - The Under City

City Thumb

  • Urban area inside city walls, beneath the castle - medieval town aesthetic
  • A run down shell of former self
  • Level design goes in and out of houses, with piles of rubbish/collapsed floors forcing player to navigate multiple floors to reach exit on other side
  • A shorter level, primarily focused on a few mid scale combat encounters
  • Inhabited by the lowest of the infestation’s accepted society (city rats)
  • enemies wear oversized feline armour/weapons

Boss - Suit of armour

  • In courtyard at foot of castle gates
  • A giant suit of armour once worn by a legendary feline knight/guard is slumped against the gate
  • swarm of many small rats scurry into the suit, beginning the encounter
  • A fight against a foe that gets progressively smaller but faster as the player knocks off the extremities of the rat cluster bit by bit
  • with each piece of armour knocked off, chunk of the swarm disperses
  • defeating it grants player access to the castle

4 - The Crumbling Castle

Castle Thumb

  • At beginning of the level (first campfire room), diverging path leads back down into the sewers, opening connection to second departure destination unlocked at end of level 2
  • Allows player to skip straight to beginning of level 4 after short walk through fixed sewer zone with few enemies
  • Main section takes place in heights of old feline castle, parts of which are beginning to crumble down to the ground below, crushing smaller buildings
  • Steampunk elements, more architecturally grand than previously areas despite decay
  • Enemies use steampunk weaponry and mechanisms
  • Critical path moves up the castle with the player searching for a new elevator on each different floor to move up
  • Each elevator accompanied by campfire

Boss - Scientist

  • Rat at top of third elevator, enter lab room with giant looking glass and astronomy equipment among others
  • Boss fight against scientist rat that developed Spell Stone harnessing tech with Grandsmith
  • Fights like a mage by using the stones
  • Mirrors player by having access to the same spells, among others
  • Drops unique spell stone that gives access to boss’s signature move - Can rescue the Grandsmith from backroom after defeating boss
  • Defeating boss allows access to larger lift, which goes both up to level 5 and back down to the beginning of level 4, allowing the player to skip level 4 in future runs

5 - Palace/Throne Room

Palace Thumb

  • A short, fixed level that goes through the palace and into the throne room
  • Enemies are guards with similar equipment to enemies found in level 4, but with technological innovations involving the magic stones that make them more dangerous
  • Tough encounters akin to mini-bosses
  • Implied that the boss from level 4 was developing Spell Stone technology to equip the palace guards

Final Boss - undecided

  • Perhaps a fat cat disguised as rat king, maintaining dominion over infestation to satisfy own gluttony
  • Killing the cat could lead to the player taking their place and restarting the cycle (might be a bit too like the souls formula)